Effectiveness of kinect-based application in gamification approach for preschooler: case study in Taska Permata Perpaduan, Kuantan, Pahang

The infusion of technology in education has become best practice to motivate student engagement as well as enhancing student performance in learning. Gamification approach is one of teaching strategy where use game elements in education which involves multi-sensory that help learner improves their u...

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Main Authors: Rahmah, Mokhtar, Siti Aishah, Z.
Format: Conference or Workshop Item
Language:English
English
Published: ACM 2019
Subjects:
Online Access:http://umpir.ump.edu.my/id/eprint/24551/
http://umpir.ump.edu.my/id/eprint/24551/
http://umpir.ump.edu.my/id/eprint/24551/1/74.%20Effectiveness%20of%20kinect-based%20application%20in%20gamification.pdf
http://umpir.ump.edu.my/id/eprint/24551/2/74.1%20Effectiveness%20of%20kinect-based%20application%20in%20gamification.pdf
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recordtype eprints
spelling ump-245512019-10-21T02:51:58Z http://umpir.ump.edu.my/id/eprint/24551/ Effectiveness of kinect-based application in gamification approach for preschooler: case study in Taska Permata Perpaduan, Kuantan, Pahang Rahmah, Mokhtar Siti Aishah, Z. QA76 Computer software The infusion of technology in education has become best practice to motivate student engagement as well as enhancing student performance in learning. Gamification approach is one of teaching strategy where use game elements in education which involves multi-sensory that help learner improves their understanding better and enhances the desires to learn. The multi-sensory involved are visual, auditory and kinesthetic. However, there are less number of tools or applications used in preschool which, applied for kinesthetic learners. It may lead towards underachievement outcome, such as low grade, slow learner and frustrated teacher. Thus, the Kinect - based application is proposed to be developed as a platform for teaching strategy which can be applied to different styles of learning. This paper aims to study about the effectiveness of Kinect-based application of the gamification approach for the preschooler in Kuantan. This paper aims to study about the effectiveness of Kinect-based application of the gamification approach for the preschooler in Kuantan. This paper aims to study about the effectiveness of Kinect-based application of the gamification approach for the preschooler in Kuantan. In this study, a mixed method research design is carried out to the 15 preschoolers who aged three and four years old in Taska Permata Perpaduan Kuantan, Malaysia, in order to validate the effectiveness of Kinect-based application of gamification approach. The quantitative part of this research is conducting a controlled experiment and a survey to preschool teachers. Meanwhile, the qualitative part of this research was based on the semi-structured interview session with the preschool teacher and a participant observation is conducted to student engagement. Based on the experiment result, it shows that the total number of preschoolers that increase after using Kinect-based application is high, at 73.3%. Hence, it proves that preschoolers are motivated to learn and improve their learning outcomes using gamification approach. ACM 2019-01 Conference or Workshop Item PeerReviewed pdf en http://umpir.ump.edu.my/id/eprint/24551/1/74.%20Effectiveness%20of%20kinect-based%20application%20in%20gamification.pdf pdf en http://umpir.ump.edu.my/id/eprint/24551/2/74.1%20Effectiveness%20of%20kinect-based%20application%20in%20gamification.pdf Rahmah, Mokhtar and Siti Aishah, Z. (2019) Effectiveness of kinect-based application in gamification approach for preschooler: case study in Taska Permata Perpaduan, Kuantan, Pahang. In: 10th International Conference on E-Education, E-Business, E-Management and E-Learning, IC4E 2019, 10 - 13 Januari 2019 , Waseda University; Tokyo, Japan. pp. 1-6.. ISBN 978-145036602-1 https://www.semanticscholar.org/paper/Effectiveness-of-kinect-based-application-in-for-in-Rahmah-Aishah/ac8ae840bbc850f58c223d60bc66792a1482392a
repository_type Digital Repository
institution_category Local University
institution Universiti Malaysia Pahang
building UMP Institutional Repository
collection Online Access
language English
English
topic QA76 Computer software
spellingShingle QA76 Computer software
Rahmah, Mokhtar
Siti Aishah, Z.
Effectiveness of kinect-based application in gamification approach for preschooler: case study in Taska Permata Perpaduan, Kuantan, Pahang
description The infusion of technology in education has become best practice to motivate student engagement as well as enhancing student performance in learning. Gamification approach is one of teaching strategy where use game elements in education which involves multi-sensory that help learner improves their understanding better and enhances the desires to learn. The multi-sensory involved are visual, auditory and kinesthetic. However, there are less number of tools or applications used in preschool which, applied for kinesthetic learners. It may lead towards underachievement outcome, such as low grade, slow learner and frustrated teacher. Thus, the Kinect - based application is proposed to be developed as a platform for teaching strategy which can be applied to different styles of learning. This paper aims to study about the effectiveness of Kinect-based application of the gamification approach for the preschooler in Kuantan. This paper aims to study about the effectiveness of Kinect-based application of the gamification approach for the preschooler in Kuantan. This paper aims to study about the effectiveness of Kinect-based application of the gamification approach for the preschooler in Kuantan. In this study, a mixed method research design is carried out to the 15 preschoolers who aged three and four years old in Taska Permata Perpaduan Kuantan, Malaysia, in order to validate the effectiveness of Kinect-based application of gamification approach. The quantitative part of this research is conducting a controlled experiment and a survey to preschool teachers. Meanwhile, the qualitative part of this research was based on the semi-structured interview session with the preschool teacher and a participant observation is conducted to student engagement. Based on the experiment result, it shows that the total number of preschoolers that increase after using Kinect-based application is high, at 73.3%. Hence, it proves that preschoolers are motivated to learn and improve their learning outcomes using gamification approach.
format Conference or Workshop Item
author Rahmah, Mokhtar
Siti Aishah, Z.
author_facet Rahmah, Mokhtar
Siti Aishah, Z.
author_sort Rahmah, Mokhtar
title Effectiveness of kinect-based application in gamification approach for preschooler: case study in Taska Permata Perpaduan, Kuantan, Pahang
title_short Effectiveness of kinect-based application in gamification approach for preschooler: case study in Taska Permata Perpaduan, Kuantan, Pahang
title_full Effectiveness of kinect-based application in gamification approach for preschooler: case study in Taska Permata Perpaduan, Kuantan, Pahang
title_fullStr Effectiveness of kinect-based application in gamification approach for preschooler: case study in Taska Permata Perpaduan, Kuantan, Pahang
title_full_unstemmed Effectiveness of kinect-based application in gamification approach for preschooler: case study in Taska Permata Perpaduan, Kuantan, Pahang
title_sort effectiveness of kinect-based application in gamification approach for preschooler: case study in taska permata perpaduan, kuantan, pahang
publisher ACM
publishDate 2019
url http://umpir.ump.edu.my/id/eprint/24551/
http://umpir.ump.edu.my/id/eprint/24551/
http://umpir.ump.edu.my/id/eprint/24551/1/74.%20Effectiveness%20of%20kinect-based%20application%20in%20gamification.pdf
http://umpir.ump.edu.my/id/eprint/24551/2/74.1%20Effectiveness%20of%20kinect-based%20application%20in%20gamification.pdf
first_indexed 2023-09-18T22:37:13Z
last_indexed 2023-09-18T22:37:13Z
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